[Coco] AGD converted games
Pere Serrat
psergm at gmail.com
Sat Jun 15 03:36:26 EDT 2019
You will find the number of colors question explained in my previous
message.
Concerning the port, specifically for the CoCo3 GIME I am sure it is doable
despite it will imply a lot of changes to the AGD engine to deal with
the colours.
And even then we will need a 'special' graphics converter to create all
objects
with the graphic data info stored for say 320x200x8 using the ZX data
that comes
in bytes with pixels set for back-foreground and then looking fo the
corresponding
attribute byte for an area of 8x8 to calculate the CoCo3 correct bytes ...
Right now, we are still working on some games that crashed while converting.
There were 47 reluctant games and now there are only 14 still resisting
hardly
but we have already converted 182 AGD games.
Next week I will be releasing two more packs.
As soon as we close this project, I will try to analyze the changes that
have to be
done to the engine to have a global idea of the RAM mapping needed to have
everything loaded from disk.
One possible nightmare could be the attributes change. In ZX it is done
with a
single byte changed in the attributes area whereas in the CoCo3 it will
imply
some 128 bytes (16x16 pixels) or more if 16x24 pixels and bytes have to be
calculated upon old colors to distinguish between back and foreground
That said, if anyone wants to work on this port, I will give him the
current engine
source code and the RAM map I am using and of course I will try to be of
help if
any question arises along the project.
In the source code I saved in the comments part the original Z80 code
cheers
pere
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previous message
> Message: 5
> Date: Fri, 14 Jun 2019 19:17:52 -0400
> From: Lee<leep at tigerbase.com>
> To: CoCoList for Color Computer Enthusiasts<coco at maltedmedia.com>
> Subject: [Coco] AGD converted games
> Message-ID:
> <CANu-XmLnOay3n69-vMC1EywG0NC_nsUUMF_ahTsDNG6GGweiRg at mail.gmail.com>
> Content-Type: text/plain; charset="UTF-8"
>
> First, let me say I think this project to port these games to the 6809 is
> wonderful! The work put into it deserves tremendous kudos! Thank you to
> any/all involved! It seems like the original color of the games was not
> able to be ported. I say that because when I run them they appear to be
> black-and-white with coincidental artifacting. I'm using the Switch-A-Roo
> cable and switching to RGB make it crystal sharp black-and-white. I've
> Googled videos of some of them on the ZX Spectrum and they are in color.
> Is the reason they are in black-and-white because the image data or the
> engine makes it difficult to retain the original colors when porting? Or
> is it not really possible? If it is possible, would it be feasible (if
> someone wanted to take it on) to start converting these to have their
> original colors?
>
>
> ------------------------------
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